ooops! i'm sorry, somehow i missed that "(e)". "i need a vacation." (c) ;-)
Search found 744 matches
- Wed Jun 05, 2024 3:45 pm
- Forum: Programming
- Topic: +3(e) DOS API: reading files and directories
- Replies: 12
- Views: 242
- Wed Jun 05, 2024 10:43 am
- Forum: Programming
- Topic: +3(e) DOS API: reading files and directories
- Replies: 12
- Views: 242
Re: +3(e) DOS API: reading files and directories
+3 headers usually required if you want the files to be accessible from BASIC, for example. if you are working with files from machine code only, there is usually little reason to have those headers. files with headers are normal CP/M files, they simply contain a specially-formated record in the fir...
- Fri May 31, 2024 11:20 am
- Forum: Programming
- Topic: Looking for testers for my BASIC game
- Replies: 12
- Views: 710
Re: Looking for testers for my BASIC game
but at least leave the crater as an option, please! it is way more funny to fail in such a spectacular way. ;-)
- Thu May 30, 2024 11:35 am
- Forum: Programming
- Topic: Looking for testers for my BASIC game
- Replies: 12
- Views: 710
Re: Looking for testers for my BASIC game
i hope that was the back side of the moon. we'll never see it anyway, so you may destroy it as you like. ;-)flatduckrecords wrote: ↑Wed May 29, 2024 11:26 am I got a bit confused towards the end, and not only crashed but made a crater 150KM deep :dance
- Fri May 24, 2024 6:18 am
- Forum: Games/Software
- Topic: Games with good use of push scrolling?
- Replies: 24
- Views: 634
Re: Games with good use of push scrolling?
'cmon, it's not a game mechanic per se, it is an artifact of conversion from single-screen game to scrolling game. it never really meant to work this way (and the game was initially designed to fit the screen completely, with smaller graphics). p.s.: atari 800 definitely had this catatonic camera to...
- Fri May 24, 2024 5:56 am
- Forum: Games/Software
- Topic: Games with good use of push scrolling?
- Replies: 24
- Views: 634
Re: Games with good use of push scrolling?
awful. ;-)worcestersource wrote: ↑Thu May 23, 2024 10:12 pm How would you describe the scrolling in Boulder Dash?
- Tue May 21, 2024 1:14 am
- Forum: Showcase your work!
- Topic: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
- Replies: 8
- Views: 559
Re: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
and while i am here… yes, everything redesigned yet again! ;-) the culprit is this code from my sprite editor: 4 for over c@ over c! swap 1+ swap scr$v endfor currently, it compiles to: 806F: DD 2B dec ix 8071: DD 2D dec xl 8073: DD 36 00 04 ld 0 (ix+), # $04 8077: D1 pop de 8078: 1A ld a, (de) 8079...
- Tue May 21, 2024 12:22 am
- Forum: Showcase your work!
- Topic: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
- Replies: 8
- Views: 559
Re: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
interesting does the compiler understand when one byte of the word wasn't used/changed? like "@ + c!" or even "addr1 @ addr2 c@ or addr1 !" yes, this is one of the important goals, and that's why the compiler is still in R&D stage: i am evaluating various ways to implement m...
- Sun May 19, 2024 2:55 am
- Forum: Programming
- Topic: Contention pattern for HALT
- Replies: 26
- Views: 1727
Re: Contention pattern for HALT
by the way, i am Teh Official Idiot. what Patrik says in the following quote is not only right, but the official Zilog manual explicitly says exactly that — and i should have read the manual before trying to reply anything. Only the first fetch of the HALT itself. Then it executes NOPs internally, w...
- Thu May 16, 2024 3:44 am
- Forum: Showcase your work!
- Topic: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
- Replies: 8
- Views: 559
Re: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
p.s.: of course, the usual constant folding optimisations are there too, and better than they were before. "zx: some-word 42 69 + ;" is optimised to: (ENTER) exit-label: $004C66F0 jpp-label: $004C66F8 (#) 111 (SPILL-ALL) (LEAVE) exit-label: $004C66F0 jpp-label: $004C66F8 and "zx: some...
- Thu May 16, 2024 3:35 am
- Forum: Showcase your work!
- Topic: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
- Replies: 8
- Views: 559
Re: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
new rule-based codegen did the code for Eratosthenes test, yay! the test doesn't use manual optimisation tricks anymore (now it is the normal "U<" instead of "-"): zx: do-prime ( -- count ) flags size -1 fill 0 0 << ( count index ) dup flags + c@ ?< dup 2* 3 + 2dup + << dup size ...
- Wed May 15, 2024 8:35 pm
- Forum: Programming
- Topic: How much of a 48k game is graphics? How much is code?
- Replies: 42
- Views: 1678
Re: How much of a 48k game is graphics? How much is code?
But on the other hand, I do know there are programmers in this community who enjoy the challenge of a limited size code, which is why 16k appeals to some. What are your own feelings on this? Is a limit to code size sometimes fun - but usually not? it depends of a motivation. i mean, i, for example,...
- Tue May 14, 2024 9:23 pm
- Forum: Programming
- Topic: How much of a 48k game is graphics? How much is code?
- Replies: 42
- Views: 1678
Re: How much of a 48k game is graphics? How much is code?
also, how should we count the code in Joffa engines, for example? Firefly JIT-compiles screen blitter for each frame… is jitted code a code? or is it a data, because it is created in a separate buffer? ;-)
- Tue May 14, 2024 11:38 am
- Forum: Programming
- Topic: How much of a 48k game is graphics? How much is code?
- Replies: 42
- Views: 1678
Re: How much of a 48k game is graphics? How much is code?
that's why i have "sprview" tool in ZXEmuT — to avoid abusing other tools. (and to easily steal sprites too. ;-)
- Tue May 14, 2024 2:44 am
- Forum: Programming
- Topic: How much of a 48k game is graphics? How much is code?
- Replies: 42
- Views: 1678
Re: How much of a 48k game is graphics? How much is code?
i smell Nintendo's "Game & Watch" here. ;-) sorry, i simply couldn't kept that joke to myself. no offences, please, i'm not trying to make fun of you or your ideas: trying to bring something new on the table is always great, even if it won't materialize. the attemt itself is already va...
- Tue May 14, 2024 12:07 am
- Forum: Programming
- Topic: How much of a 48k game is graphics? How much is code?
- Replies: 42
- Views: 1678
Re: How much of a 48k game is graphics? How much is code?
I have two reasons, actually: 1. First and foremost, I'd love to make a Speccy game someday and wanted some idea how much room the code will take up so I can plan the scope of the other data. i'd say that the best way is to write an engine first. at least some essential parts of it, like rendering ...
- Mon May 13, 2024 7:25 pm
- Forum: Programming
- Topic: How much of a 48k game is graphics? How much is code?
- Replies: 42
- Views: 1678
Re: How much of a 48k game is graphics? How much is code?
i wonder why OP is interested. prolly they have some bigger question in mind. @Lee Bee, if this is true, could you tell us that bigger question, please? ;-)
- Sun May 12, 2024 8:34 pm
- Forum: Games/Software
- Topic: The best exclusive game from a recognised brand on a YS/Crash/SU covertape: vote
- Replies: 26
- Views: 892
- Sun May 12, 2024 6:51 pm
- Forum: Showcase your work!
- Topic: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
- Replies: 8
- Views: 559
Re: F8 Forth cross-compiler; featuring Succubus, native Z80 code writer
F8 approaching beta soon. (hehe. i hope.) and it is a major rewrite too. i realised that what i actually have is a huge pattern matcher, disguised as Forth code. but hey, Forth is ideally suited for DSLs! so now codegen is driven by rule database, like this (by the way: it is still Forth code, not s...
- Sun May 12, 2024 3:27 am
- Forum: Programming
- Topic: Thinking about trying out CGD before I try out PGD
- Replies: 11
- Views: 499
Re: Thinking about trying out CGD before I try out PGD
may i give you a small advice based on my own expirience? stop thinking, start doing! you may evaluate various tools 'till the sun burns out, but it won't help you to create a game. just choose the tool which works, and try to create something simple with it. do not aim at anything big first: create...
- Tue May 07, 2024 2:16 pm
- Forum: Programming
- Topic: Bank switching issue
- Replies: 38
- Views: 1617
Re: Bank switching issue
it's not that draconian. even if you want to keep basic and IM1, it is enough to properly set BANKM ($5B5C) system variable, and don't have the stack after $C000 (with CLEAR 49151, for example). now you only have to disable interrupts while doing bank switching and updating BANKM, and you can have a...
- Mon May 06, 2024 1:33 pm
- Forum: Games/Software
- Topic: The best exclusive game from a recognised brand on a YS/Crash/SU covertape: vote
- Replies: 26
- Views: 892
Re: The best exclusive game from a recognised brand on a YS/Crash/SU covertape: vote
i should add that Soldier One is a nice game too. could be much better if they'd simply throw away vertical scrolling, and add some colors. i'd rather have some attr clash instead of boring monochrome playfield.
- Mon May 06, 2024 2:52 am
- Forum: Games/Software
- Topic: The best exclusive game from a recognised brand on a YS/Crash/SU covertape: vote
- Replies: 26
- Views: 892
Re: The best exclusive game from a recognised brand on a YS/Crash/SU covertape: vote
there is no reason to pretend that Batty will not win, so i will simply do the obvious thing, and choose Batty…
- Mon May 06, 2024 2:46 am
- Forum: Games/Software
- Topic: Hidden code in Brainstorm game
- Replies: 7
- Views: 576
Re: Hidden code in Brainstorm game
then finished up writing stuff for Firebird and cover tapes. for me, it looks like "going indie", with some strange game ideas nobody wanted to sell full-price. i now think that "a whole new ball game" is really fun, but i wouldn't pay for it back in the day. it also looks like ...
- Mon May 06, 2024 2:30 am
- Forum: Emulators
- Topic: Enhanced ZX Speccy Emulator
- Replies: 56
- Views: 2160
Re: Enhanced ZX Speccy Emulator
one of the funniest things in "retro-programming" is working with the machine limitations in mind, i believe. otherwise we could simply write software for modern computers, and don't bother with attr clashes, counting ticks, and so on. using cross-development systems is not a cheat, though...